2010-01-15, 16:10:56
Prog Wrote:The Problem is not the "faster pace" in general, it's rather "which pace is possible without making it too easy to ignore certain gameplay stages (like how easy it is with which pace to play start tank->demon for example)?".
It's still possible for this to happen in normal pub games, it's just a little bit more difficult. I think the main problem is the tank bounty, which is set a bit too high. Since it's easier to push a start ==> Demon if you get 15 kills worth ~6,000 gold than it is to get 15 kills worth ~3,000, it's difficult for enemy players to keep up when such a gold gap is created. This allows you to "skip" steps while they're trying to play catch-up and buy their mid-game/tier 2 tanks. On the main HB board there were some suggestions (sharing tank bounty/lowering it a little), has the DevTeam discussions evaluated how well this would work?
Prog Wrote:You forgot the xp which needs to be adjusted, but otherwise yes - I allready emphasized this in the internal discussion about possible hb alternatives.
Right, do you know if it's possible to code in fraction points of experience or to change the value of creep experience as a function of time through JASS? This could be one possible solution if the coding is reasonable. Another possibility would be to change the rate at which creep bounty increases (50%-75% per hour instead of 100%?).
khEg Wrote:Have a look
best regards
Coke
I think the main problem was that you kept your Air Ship for too long... It would have been better if you held off buying that last psycho and went for a bigger tank, as it would have been a more cost-effective move for you HP/Ability-wise.
Starcraft II
PandaBearGuy.614
PandaBearGuy.614